Louis Gorenfeld lovingly explores the mathematics and techniques behind early, pseudo-3D games. [more inside]
Skyrim optimized for a netbook changes the look of the game to something completely strange and different. [more inside]
The Physics of Light and Rendering is a talk given at QuakeCon 2013 by John Carmack, co-creator of Doom, Quake, and many other games at id Software and beyond. It provides a detailed but surprisingly understandable history of 3D rendering techniques, their advantages and tradeoffs, and how they have been used in games and movies. (SLYT, 1:32:01, via)
Halo Zero. The Fall of Reach, old-school style. Some plucky French coders have borrowed a page from Codename: Gordon, the side-scrolling homage to Half-Life. As a result, Master Chief and his cohorts are now fighting the Covenant in 16-bit, 2D graphics. PC download only - though Mac owners at least have Boot Camp to avoid waiting for an OS X port. via Aeropause
The face of gaming. (via /.) A glance down memory lane to 20 years ago, when games looked and felt completely different. Were those old games really as great as our memories tell us? Other than all of our graphical splendor, can we really say that games have had any real new innovation?